Catacomb project update

Through the past few days, I have been continuing to work on my models for the Synoptic Project.  Updating the look, textures, and testing them out in Unity before uploading them to the Google Drive so my team mates have them available to put into the game.  My most recent model is a vase that can be used for decoration in some of the rooms.

Vase ss

vase ss 2

Vase wireframe

This is how my vase model looks untextured within Maya. I created the stand with a cube polygon and the rest of the vase was made with the cylinder polygon. I used bevelling and mirror tools. The stand I had connected the edges to form a line in the middle of my model then lined up the vertical edges of the vase so that the middle of both models could meet for mirroring before combining the models together. I deleted half of the model before sorting out the UV’s so that the textures would match both sides whilst not taking up too much space to affect my game.

Vase render 1

Vase render 2

Vase render 3

I have textured the model in Substance Painter and this is one of the ways that I have textured it.  I have two different texture maps for the model to give it a variety in looks. This texture gives it a more new and shiny look to the model.  I have the different textures as two save files to separate them so I can apply the different textures to a version of the  model in game.

Vase 2 render 1

Vase 2 render 2

Vase 2 render 3

This is my second texture for the vase. I have given it a more dirty look for this type of vase.  With it being in the catacombs, I wanted it to have a more dirty and old look to it.  The vase isn’t polished or clean or shiny like the other vase was. It is also darker than the original vase textures. I experimented with this model by adding texture images to smart materials that I apply the model.

Some of the other models I had to re-export the textures from Substance painter and have the it set to export to “Unity 5 (standard metallic)” as I originally had them set to “Arnold 4 (Aistandard)” so it would be easier to apply the textures into Unity.  I had also rendered my models in Substance Painter and sent them to the Google Drive.

Arm render 1

Arm render 3Arm render 2

Lantern lit render 1Lantern lit render 2


Lantern render 2

skull render 1skull render 3

Here are the renders for my models. It was a awkward process since the models didn’t look like they were properly rendered during the process but when I pressed on “save render” the render looked fine and didn’t have the dots like it did during the rendering process. Unity model test

Unity model test 2

Unity model test 3

This is how my models looked when I tested them inside Unity. The textures are working well, I haven’t found any real issues with the models nor the textures. Applying the normal map to the material with the textures on had a rather weird result but it was because it wasn’t classed as a map which could be easily fixed by pressing the “fix now” button nearby the “normal map” section.


Synoptic Project

For my Synoptic Project, I’m working on a game called Catacombs which was my first vote when we were doing the pitches. It’s a walking simulator where you explore the catacombs and try to reach the exit. I’m the 3D artist/animator for the game. My current objective is to make the characters arm carrying a lantern and animate it’s movements. The lantern model is currently completed and I have also UV unwrapped and textured the model.

Lantern old render 1

Lantern old render 2

Here’s the untextured older version of the model. I have mad some small updates such as edit the UV since I had the UV set as multiple texture maps since I had 6 texture maps for the model. I completely redone the UV by selecting the faces and planar mapping the UV’s. The middle part of the lantern with the glass was separated into half, the handles where used automatic to set the UV map out, I cleaned up the model and used the layout to set out all of the UV’s so it looks tidy.

Lantern UVThis is the UV for my lantern model. I used the Layout in my UV editor to make the UVs more organised and neatly laid out. I took a screenshot to make it easier to see than if I saved the image using UV snapshot.

Lantern render

This is the textured version of the lantern. I textured the lantern in Substance Painter using smart materials to give it a more realistic look.  I wanted it to have a rusted look to give it an old look. The main issue I had with texturing the model is the glass paint going onto the ring around the bottom of it. There is no way to get rid of it and when I fill the face, some of the fill goes on the next face. I had to texture the model a couple of times. I wanted to make the light in the lantern render but unfortunately, I don’t know how to make the textures that are transparent in Substance Painter be transparent in Maya. I couldn’t get the lighting to work nor find anything that would help me at this moment.

Arm render

This is my current progress on the arm model, I imported the lantern model first so I could model the hand around the lantern.

Arm render 2

This is how the hand model actually looks when making the model. The hand model above it is the smoothed version that happens when you press 3 with the model selected. I’m still working on modelling the full arm so the lantern is further away from the camera and makes the environment easier to see where the character is going.


Creative and technical model Submission

This blog is a submission post for the creative and technical model project that I have been working on.

C&T Model submission

I had a rather comfortable time making the concept art for the model as well as modelling it.  The basic shapes makes the toy like look work, it’s not too complex but enough to make it work.  Bevelling the high poly model  to add extra detail into the model whilst giving the low poly enough detail to make the basic model template to work.  I had complications on the later aspects modelling. Parenting, baking, and texturing the model.

I had named each individual parts of both the low poly model and the high poly model, 66 separate model parts for each complete robot model. The low poly model was UV unwrapped and grouped in to different sections which  contains their own UV group; the head, body, arms, leg and battery with wires. I had cleaned up the model before laying out the UV’s. I had to be sure that the names of the individual models on the high and low poly matched up for the baking process. Then I needed to parent each of the parts together so that I can animate the body parts in a group when moving one part then move the child parts without affecting the parent. I had to import the model into Substance Painter for baking and texturing and this is where I started having issues. For some reason, the thumbs seemed rather shiny so I tried to see what might be causing the issue. I checked and the entire right arm was rather transparent for some reason.

I had made sure that the names where matched, duplicated and mirrored the left arm so it matched, made sure that there wasn’t anything wrong with the model itself but nothing seemed to work. I decided to try to ignore the issue in hopes that the texture would work properly on both arms since they were duplicated. This did end up working once I imported the textures into Maya and both arms where fine.

I was also having some difficulty rigging the model for animation purposes. Only the knees needed rigging  really so that it would be easier to animate bending the knees. I don’t think that the arms needed rigging but I thought that it would make animating easier which it ended up being a rather of a challenge to do since some parts of the model ended up being parented with the wrong object and having some trouble parenting the joint with the object.

Next time I create a high to low poly model, I should remember to rename the model segments once it has been set and before I create the next polygon for the model. I also need to be careful in case I accidently duplicate polygons and make sure that everything is parented correctly. I should be sure to remember of UV unwrapping as soon as a limb is made  and duplicate it when I need another.





Imagined Worlds Project

uMy current role within the Mechanical Bonds project is the 3D artist. My main focus  was the Robot. The Robot is one of the main characters within the animation my group. I have modelled, baked, textured, and rigged the model.  I have also created concept art for the model before making it with inspiration from my mood board. Robot mood board.

Robot render 1

Robot render 2

Robot render 3

I also need to animate the scenes once my other team mates have the other assets and the scene ready and set up for animation. I have also worked on other models for the scene as well. I modelled and textured a saw and a shovel. I also modelled a bucket; however, it is still not textured. Saw render 1

Saw render 3

Saw render 2

Shovel render 1

Shovel render 3Shovel render 2

Bucket render

Creative and technical model

At the current point of time, I have been spending a lot of time working on my robot for the creative and technical model which is also part of my imagined worlds project. It has been a rather difficult process to try to get the robot model looking how I wanted it to.

Arm UV map

First of all, I needed to sort out the UV map. The image above is the UV map for the robot models arm. I had used “automatic” to unwrap the UV’s which can be found in the “UV” window. I clicked on the “mesh” tab then click on “cleanup”  option which cleans up the mesh. Then I went into the UV map and clicked on “Polygons” tab and clicked on the box next to “Layout” and changed the packing resolution to 2048 with the “Pack Together” option ticked.  I have mirrored/duplicated the arm so this UV map will apply to both arms and the textures will work on both. I have used this method for the legs as well and the body and head ahs its own UV map. I have given different segments of the body their own UV map to make texturing easier.

Next, I had to parent each part of the low poly model to the correct limb (finger to the lower arm then lower arm to elbow, etc.) by clicking on that limb, hold shift and click the part that it is being parented to and press “p” on the keyboard. Parenting objects together allows you to control one object and affect both the parent and the child. Say if you parented an lower arm to the upper arm, if you rotate the upper arm then the lower will move with it. Similar to the combine mesh function only if you select the lower arm, you will control it separately and rotating it around won’t affect the upper arm.

I also had to name each model part of both the high and low poly models (head, body, legs, shoulder, arms, etc.). Both models needed to have the body parts’ names match with the only difference being that the low poly model parts had to end with “_Low” and the high poly ending with “_High”. This is necessary for baking the high poly model onto the low. Both models had 66 parts to name so I had to rename 132 body parts to rename overall.

Hierarchy shot

Once that everything was sorted, I applied different lamberts to the different group UV and renamed the material to the section that it would texture (this is just to separate the UVs in Substance Painter so grouped UVs such as the arms only have the arm UV, etc.) I selected the model and exported it as an FBX, ready to import into Substance Painter.

Substance painter shot

The image above shows my model in Substance Painter. As you can see that there is 5 layers which allows me to select and texture each group parts and hide parts such as the body so I can see and texture any parts that inside that model such as the wires and battery. As you may see, the robots right arm is rather transparent in Substance Painter, I’m not sure as to why it is like that and I have tried; making sure that the names are matched, mirroring and duplicating the left arm and making sure that the UV maps where laid out right and nothing seemed to work. I decided to leave the arm be and texture the model. Since the right arm is a duplicate of the left, I had hoped that the right arm wouldn’t be affected when I apply it back into Maya.

Baked screenshot

With my model baked, I then moved on to applying textures onto my model. I started by adding fill layers on my UV and changed the colour so my model colour looked like how I would like it to look then right clicked on the fill layer and added a black mask on it. This allowed me to select the fill tool and apply the colour onto the UV that I wanted it on by clicking on the UV. Then I created a normal layer and selected the brush tool which allows you to paint on the model. I clicked on the “alpha” in the brush settings and search for “dirt” and clicked on the dirt brush that I liked along with changing the colour to make it look more like dirt.

Textured model shot

Textured model shot 2.PNG

Here is my model after I textured it. The right arm is still rather not working properly. I then decided to export the texture file. I went onto the “File” tab and clicked on Export textures.

Export menu shot

This menu loads up and I edit the settings so that the texture files go where I want and change the configurations to where it is I want to export the textures to. Since the textures are going to be imported into Maya, I selected Arnold 4 (AiStandard). To finish the process I clicked on export.

Going back to the low poly model, I need to apply the textures which requires Arnold plug in. Arnold may not always be activated so if Arnold doesn’t show up in the tab.Arnold shot Then you will need to go on the “windows” tab, select “settings/preferences” and click on “plug-in manager”. After this, scroll down to “ATFPlugin.mll” and tick the boxes for it. Then I applied a new material, clicked on “Arnold” and selected “Aistandard”. Then I needed to apply the texture files to the material by clicking on the  black and white square logo on the parts that require that file such as the file the has diffuse in the name to the diffuse colour or the file ending with normal to the bump map option. I needed to apply the material to each grouped body part sections to the textures so it wouldn’t mess up and the textures would go in the right place.

Texturing shot

Robot texture shot

The battery texture I had to take a UV screenshot an texture it through Photoshop since I couldn’t manage to apply it in Substance Painter. I wasn’t sure what I was doing wrong so this seemed to be the best way around it. The next stage was rigging my model. I mainly rigged the arms and legs so that I could us the IK handle to make animating the arms and legs easier. I created joints tin the arms and legs  then constrained  using a pole vector before creating an IK handle and moving it so a position that the knee will bend.

rigged bot



Self Assessment

In my Imagined Worlds group project, I am required to make the model of the robot which is the main asset in our animation. I am also required to texture it, rig it and animate it. I have created some concept art for this model before setting on making the model.  I have managed to make the low poly and high poly models; however, that is as far as I have gotten due to having some issues using the curves tools as well as naming around 66 body parts, parenting parts together and group along with setting a UV map layout for a set group of body parts.

In order to complete my task, first, I must import the low poly model into substance painter so that I can start to back the high poly model onto the low poly. Then I can start texturing the model. Once that is complete, I can apply the texture file to the model in Maya and start to work on rigging the model so that I can start to work on animating it.

In order to complete my work, I need the other assets models from my team mates so that I can get my model to animate around the environment as well as interact with some of the models. I need objects such as the table so I can animate it laying then getting up when the boy is finished making the robot.

Looking at my low poly (left) and high poly (right) models, I think that it has a toy like robot look right. The issue I had with tris has been fixed so there are only quad polygons in the model. I may need to figure out how I am going to animate the eyes since I think that it will be texture animated instead of having a model animate. That will be something that I will have to look into. I think that the main issues that I had making this model has been fixed such as naming the body parts and parenting everything.

I could look into some tutorials to see how I could get textures to animate as well as any substance painter tutorials that may help improve the look of my model.

Mechanical Bonds

I am working on a group project called Mechanical Bonds. This is part of our Imagine Worlds project. Me and my group are working on a 3D animation showing the relationship of a boy and a robot over a period of a 30 second long animation. I am currently working on modelling, baking, texturing, rigging and animating the robot. At this current point I have made the high and low poly version of the model that I will use for the animation.

Robot low poly shot 1

Robot low poly shot 2This is the low poly version of the robot model. I have applied different materials to different  parts of the body. The UV’s of the sections in one particular colour have been grouped and have the UV map layout together. So the right arm has its own UV map layout to make texturing easier along with the leg and main body having their own UV map layout. I have also parented the body parts together with the main body being the main parent and named each individual section. Around 66 polygons that I had to name individually.

Robot high poly shot 1

Robot high poly shot 2

These are my high poly models of the robot. I have added more detail by extruding some of the faces in and bevelling some of the edges. The quality of my model and research has been reviewed by another person to get their thoughts on my model, areas of improvement as well as my research into making the model.

Peer Review. This is the review that was made.